Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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/**************************************************************************/
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/* display_server_wayland.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef DISPLAY_SERVER_WAYLAND_H
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#define DISPLAY_SERVER_WAYLAND_H
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#ifdef WAYLAND_ENABLED
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#include "wayland/wayland_thread.h"
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#ifdef RD_ENABLED
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#include "servers/rendering/rendering_device.h"
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#ifdef VULKAN_ENABLED
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2023-12-19 17:57:56 +00:00
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#include "wayland/rendering_context_driver_vulkan_wayland.h"
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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#endif
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#endif //RD_ENABLED
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#ifdef GLES3_ENABLED
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#include "wayland/egl_manager_wayland.h"
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#endif
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#if defined(SPEECHD_ENABLED)
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#include "tts_linux.h"
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#endif
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#ifdef DBUS_ENABLED
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#include "freedesktop_portal_desktop.h"
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#include "freedesktop_screensaver.h"
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#endif
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#include "core/config/project_settings.h"
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#include "core/input/input.h"
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#include "servers/display_server.h"
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#include <limits.h>
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#include <stdio.h>
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#undef CursorShape
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class DisplayServerWayland : public DisplayServer {
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// No need to register with GDCLASS, it's platform-specific and nothing is added.
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struct WindowData {
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WindowID id;
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Rect2i rect;
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Size2i max_size;
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Size2i min_size;
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Rect2i safe_rect;
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#ifdef GLES3_ENABLED
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struct wl_egl_window *wl_egl_window = nullptr;
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#endif
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// Flags whether we have allocated a buffer through the video drivers.
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bool visible = false;
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DisplayServer::VSyncMode vsync_mode = VSYNC_ENABLED;
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uint32_t flags = 0;
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DisplayServer::WindowMode mode = WINDOW_MODE_WINDOWED;
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Callable rect_changed_callback;
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Callable window_event_callback;
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Callable input_event_callback;
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Callable drop_files_callback;
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Callable input_text_callback;
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String title;
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ObjectID instance_id;
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};
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struct CustomCursor {
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RID rid;
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Point2i hotspot;
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};
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CursorShape cursor_shape = CURSOR_ARROW;
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DisplayServer::MouseMode mouse_mode = DisplayServer::MOUSE_MODE_VISIBLE;
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HashMap<CursorShape, CustomCursor> custom_cursors;
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WindowData main_window;
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WaylandThread wayland_thread;
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Context context;
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Wayland: suspend window after frame timeout or suspend state
This is a pretty popular approach that took a while for me to wrap my
head around and which only recently got "official" support through an
update (xdg_shell version 6), so I think that this is all-in-all a
better option than the overkill 2000Hz ticking we have now :P
Basically, we wait for a frame event and, if either too much time passes
or we get the new `suspended` state, we consider the window as "hidden"
and stop drawing, ticking by the low usage rate.
This should work great for KDE and Mutter, which support the new state,
but not yet for sway, which is still stuck at a very old xdg_shell
version and thus falls back to the timeout approach.
Be aware that if we rely on timing out the engine will have to stall for
the whole timeout, which _could_ be problematic but doensn't seem like
it. Further testing is needed.
Special thanks go to the guys over at #wayland on OFTC, who very
patiently explained me this approach way too many times.
2024-01-07 07:35:40 +00:00
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bool suspended = false;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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bool emulate_vsync = false;
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String rendering_driver;
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#ifdef RD_ENABLED
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2023-12-19 17:57:56 +00:00
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RenderingContextDriver *rendering_context = nullptr;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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RenderingDevice *rendering_device = nullptr;
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#endif
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#ifdef GLES3_ENABLED
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EGLManagerWayland *egl_manager = nullptr;
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#endif
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#ifdef SPEECHD_ENABLED
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TTS_Linux *tts = nullptr;
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#endif
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#if DBUS_ENABLED
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FreeDesktopPortalDesktop *portal_desktop = nullptr;
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FreeDesktopScreenSaver *screensaver = nullptr;
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bool screensaver_inhibited = false;
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#endif
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static String _get_app_id_from_context(Context p_context);
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void _send_window_event(WindowEvent p_event);
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static void dispatch_input_events(const Ref<InputEvent> &p_event);
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void _dispatch_input_event(const Ref<InputEvent> &p_event);
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void _resize_window(const Size2i &p_size);
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virtual void _show_window();
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public:
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virtual bool has_feature(Feature p_feature) const override;
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virtual String get_name() const override;
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#ifdef SPEECHD_ENABLED
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virtual bool tts_is_speaking() const override;
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virtual bool tts_is_paused() const override;
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virtual TypedArray<Dictionary> tts_get_voices() const override;
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virtual void tts_speak(const String &p_text, const String &p_voice, int p_volume = 50, float p_pitch = 1.f, float p_rate = 1.f, int p_utterance_id = 0, bool p_interrupt = false) override;
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virtual void tts_pause() override;
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virtual void tts_resume() override;
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virtual void tts_stop() override;
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#endif
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#ifdef DBUS_ENABLED
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virtual bool is_dark_mode_supported() const override;
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virtual bool is_dark_mode() const override;
|
2024-01-19 18:46:26 +00:00
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virtual void set_system_theme_change_callback(const Callable &p_callable) override;
|
2024-01-31 09:43:56 +00:00
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virtual Error file_dialog_show(const String &p_title, const String &p_current_directory, const String &p_filename, bool p_show_hidden, FileDialogMode p_mode, const Vector<String> &p_filters, const Callable &p_callback) override;
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virtual Error file_dialog_with_options_show(const String &p_title, const String &p_current_directory, const String &p_root, const String &p_filename, bool p_show_hidden, FileDialogMode p_mode, const Vector<String> &p_filters, const TypedArray<Dictionary> &p_options, const Callable &p_callback) override;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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#endif
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virtual void mouse_set_mode(MouseMode p_mode) override;
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virtual MouseMode mouse_get_mode() const override;
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virtual void warp_mouse(const Point2i &p_to) override;
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virtual Point2i mouse_get_position() const override;
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virtual BitField<MouseButtonMask> mouse_get_button_state() const override;
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virtual void clipboard_set(const String &p_text) override;
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virtual String clipboard_get() const override;
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virtual Ref<Image> clipboard_get_image() const override;
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virtual void clipboard_set_primary(const String &p_text) override;
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virtual String clipboard_get_primary() const override;
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virtual int get_screen_count() const override;
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virtual int get_primary_screen() const override;
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virtual Point2i screen_get_position(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
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virtual Size2i screen_get_size(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
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virtual Rect2i screen_get_usable_rect(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
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virtual int screen_get_dpi(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
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virtual float screen_get_scale(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
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virtual float screen_get_refresh_rate(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
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virtual void screen_set_keep_on(bool p_enable) override;
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virtual bool screen_is_kept_on() const override;
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virtual Vector<DisplayServer::WindowID> get_window_list() const override;
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2024-01-26 15:27:44 +00:00
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virtual int64_t window_get_native_handle(HandleType p_handle_type, WindowID p_window = MAIN_WINDOW_ID) const override;
|
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|
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
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virtual WindowID get_window_at_screen_position(const Point2i &p_position) const override;
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virtual void window_attach_instance_id(ObjectID p_instance, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual ObjectID window_get_attached_instance_id(WindowID p_window_id = MAIN_WINDOW_ID) const override;
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virtual void window_set_title(const String &p_title, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual void window_set_mouse_passthrough(const Vector<Vector2> &p_region, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual void window_set_rect_changed_callback(const Callable &p_callable, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual void window_set_window_event_callback(const Callable &p_callable, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual void window_set_input_event_callback(const Callable &p_callable, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual void window_set_input_text_callback(const Callable &p_callable, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual void window_set_drop_files_callback(const Callable &p_callable, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual int window_get_current_screen(WindowID p_window_id = MAIN_WINDOW_ID) const override;
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virtual void window_set_current_screen(int p_screen, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual Point2i window_get_position(WindowID p_window_id = MAIN_WINDOW_ID) const override;
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virtual Point2i window_get_position_with_decorations(WindowID p_window_id = MAIN_WINDOW_ID) const override;
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virtual void window_set_position(const Point2i &p_position, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual void window_set_max_size(const Size2i p_size, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual Size2i window_get_max_size(WindowID p_window_id = MAIN_WINDOW_ID) const override;
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virtual void gl_window_make_current(DisplayServer::WindowID p_window_id) override;
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virtual void window_set_transient(WindowID p_window_id, WindowID p_parent) override;
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virtual void window_set_min_size(const Size2i p_size, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual Size2i window_get_min_size(WindowID p_window_id = MAIN_WINDOW_ID) const override;
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virtual void window_set_size(const Size2i p_size, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual Size2i window_get_size(WindowID p_window_id = MAIN_WINDOW_ID) const override;
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virtual Size2i window_get_size_with_decorations(WindowID p_window_id = MAIN_WINDOW_ID) const override;
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virtual void window_set_mode(WindowMode p_mode, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual WindowMode window_get_mode(WindowID p_window_id = MAIN_WINDOW_ID) const override;
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virtual bool window_is_maximize_allowed(WindowID p_window_id = MAIN_WINDOW_ID) const override;
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virtual void window_set_flag(WindowFlags p_flag, bool p_enabled, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual bool window_get_flag(WindowFlags p_flag, WindowID p_window_id = MAIN_WINDOW_ID) const override;
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virtual void window_request_attention(WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual void window_move_to_foreground(WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual bool window_is_focused(WindowID p_window = MAIN_WINDOW_ID) const override;
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virtual bool window_can_draw(WindowID p_window_id = MAIN_WINDOW_ID) const override;
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virtual bool can_any_window_draw() const override;
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virtual void window_set_ime_active(const bool p_active, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual void window_set_ime_position(const Point2i &p_pos, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual void window_set_vsync_mode(DisplayServer::VSyncMode p_vsync_mode, WindowID p_window_id = MAIN_WINDOW_ID) override;
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virtual DisplayServer::VSyncMode window_get_vsync_mode(WindowID p_window_id) const override;
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virtual void cursor_set_shape(CursorShape p_shape) override;
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virtual CursorShape cursor_get_shape() const override;
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virtual void cursor_set_custom_image(const Ref<Resource> &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) override;
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virtual int keyboard_get_layout_count() const override;
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virtual int keyboard_get_current_layout() const override;
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virtual void keyboard_set_current_layout(int p_index) override;
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virtual String keyboard_get_layout_language(int p_index) const override;
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virtual String keyboard_get_layout_name(int p_index) const override;
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virtual Key keyboard_get_keycode_from_physical(Key p_keycode) const override;
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virtual void process_events() override;
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virtual void release_rendering_thread() override;
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virtual void make_rendering_thread() override;
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virtual void swap_buffers() override;
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virtual void set_context(Context p_context) override;
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static DisplayServer *create_func(const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Point2i *p_position, const Size2i &p_resolution, int p_screen, Error &r_error);
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static Vector<String> get_rendering_drivers_func();
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static void register_wayland_driver();
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DisplayServerWayland(const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error);
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~DisplayServerWayland();
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};
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#endif // WAYLAND_ENABLED
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#endif // DISPLAY_SERVER_WAYLAND_H
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